Angels

Deva

Medium celestial, lawful good

Armor Class
17 (natural armor)
Hit Points
136 (16d8 + 64)
Speed
30 ft., fly 90 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
Saving Throws
Wis +9, Cha +9
Skills
Insight +9, Perception +9
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened
Senses
darkvision 120 ft., passive Perception 19
Languages
all, telepathy 120 ft.
Challenge
10 (5,900 XP)
Angelic Weapons.

The deva’s weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

Innate Spellcasting.

The deva’s spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:

At will:
detect evil and good
1/day each:
commune, raise dead
Magic Resistance.

The deva has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The deva makes two melee attacks.

Mace.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

Healing Touch (3/Day).

The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Change Shape.

The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva’s choice).

In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.

Planetar

Large celestial, lawful good

Armor Class
19 (natural armor)
Hit Points
200 (16d10 + 112)
Speed
40 ft., fly 120 ft.
STR DEX CON INT WIS CHA
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)
Saving Throws
Con +12, Wis +11, Cha +12
Skills
Perception +11
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, frightened
Senses
truesight 120 ft., passive Perception 21
Languages
all, telepathy 120 ft.
Challenge
16 (15,000 XP)
Angelic Weapons.

The planetar’s weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).

Divine Awareness.

The planetar knows if it hears a lie.

Innate Spellcasting.

The planetar’s spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:

At will:
detect evil and good, invisibility (self only)
3/day each:
blade barrier, dispel evil and good, flame strike, raise dead
1/day each:
commune, control weather, insect plague
Magic Resistance.

The planetar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The planetar makes two melee attacks.

Greatsword.

Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.

Healing Touch (4/Day).

The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Solar

Large celestial, lawful good

Armor Class
21 (natural armor)
Hit Points
243 (18d10 + 144)
Speed
50 ft., fly 150 ft.
STR DEX CON INT WIS CHA
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)
Saving Throws
Int +14, Wis +14, Cha +17
Skills
Perception +14
Damage Resistances
radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, poisoned
Senses
truesight 120 ft., passive Perception 24
Languages
all, telepathy 120 ft.
Challenge
21 (33,000 XP)
Angelic Weapons.

The solar’s weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).

Divine Awareness.

The solar knows if it hears a lie.

Innate Spellcasting.

The solar’s spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:

At will:
detect evil and good, invisibility (self only)
3/day each:
blade barrier, dispel evil and good, resurrection
1/day each:
commune, control weather
Magic Resistance.

The solar has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The solar makes two greatsword attacks.

Greatsword.

Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.

Slaying Longbow.

Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.

Flying Sword.

The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar’s hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.

Healing Touch (4/Day).

The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Legendary Actions

The solar can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The solar regains spent legendary actions at the start of its turn.

Teleport.

The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Searing Burst (Costs 2 Actions).

The solar emits magical, divine energy. Each creature of its choice in a 10‐foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.

Blinding Gaze (Costs 3 Actions).

The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.